ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/socket/request.C
Revision: 1.183
Committed: Sat May 7 20:03:28 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.182: +21 -14 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 //+GPL
26
27 /**
28 * \file
29 * Client handling.
30 *
31 * \date 2003-12-02
32 *
33 * This file implements all of the goo on the server side for handling
34 * clients. It's got a bunch of global variables for keeping track of
35 * each of the clients.
36 *
37 * Note: All functions that are used to process data from the client
38 * have the prototype of (char *data, int datalen, int client_num). This
39 * way, we can use one dispatch table.
40 *
41 * esrv_map_new starts updating the map
42 *
43 */
44
45 #include <global.h>
46 #include <sproto.h>
47
48 #include <living.h>
49
50 /* This block is basically taken from socket.c - I assume if it works there,
51 * it should work here.
52 */
53 #include <sys/types.h>
54 #include <sys/time.h>
55 #include <sys/socket.h>
56 #include <netinet/in.h>
57 #include <netdb.h>
58
59 #include <unistd.h>
60 #include <sys/time.h>
61
62 #include "sounds.h"
63
64 /**
65 * This table translates the attack numbers as used within the
66 * program to the value we use when sending STATS command to the
67 * client. If a value is -1, then we don't send that to the
68 * client.
69 */
70 static short atnr_cs_stat[NROFATTACKS] =
71 {
72 CS_STAT_RES_PHYS,
73 CS_STAT_RES_MAG,
74 CS_STAT_RES_FIRE,
75 CS_STAT_RES_ELEC,
76 CS_STAT_RES_COLD,
77 CS_STAT_RES_CONF,
78 CS_STAT_RES_ACID,
79 CS_STAT_RES_DRAIN,
80 -1 /* weaponmagic */,
81 CS_STAT_RES_GHOSTHIT,
82 CS_STAT_RES_POISON,
83 CS_STAT_RES_SLOW,
84 CS_STAT_RES_PARA,
85 CS_STAT_TURN_UNDEAD,
86 CS_STAT_RES_FEAR,
87 -1 /* Cancellation */,
88 CS_STAT_RES_DEPLETE,
89 CS_STAT_RES_DEATH,
90 -1 /* Chaos */,
91 -1 /* Counterspell */,
92 -1 /* Godpower */,
93 CS_STAT_RES_HOLYWORD,
94 CS_STAT_RES_BLIND,
95 -1, /* Internal */
96 -1, /* life stealing */
97 -1 /* Disease - not fully done yet */
98 };
99
100 static void
101 socket_map_scroll (client *ns, int dx, int dy)
102 {
103 struct Map newmap;
104 int x, y, mx, my;
105
106 ns->send_packet_printf ("map_scroll %d %d", dx, dy);
107
108 /* If we are using the Map1aCmd, we may in fact send
109 * head information that is outside the viewable map.
110 * So set the mx,my to the max value we want to
111 * look for. Removed code to do so - it caused extra
112 * complexities for the client, and probably doesn't make
113 * that much difference in bandwidth.
114 */
115 mx = ns->mapx;
116 my = ns->mapy;
117
118 /* the x and y here are coordinates for the new map, i.e. if we moved
119 * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
120 * if the destination x or y coordinate is outside the viewable
121 * area, we clear the values - otherwise, the old values
122 * are preserved, and the check_head thinks it needs to clear them.
123 */
124 for (x = 0; x < mx; x++)
125 for (y = 0; y < my; y++)
126 if (x >= ns->mapx || y >= ns->mapy)
127 /* clear cells outside the viewable area */
128 memset (&newmap.cells[x][y], 0, sizeof (struct MapCell));
129 else if ((x + dx) < 0 || (x + dx) >= ns->mapx || (y + dy) < 0 || (y + dy) >= ns->mapy)
130 /* clear newly visible tiles within the viewable area */
131 memset (&(newmap.cells[x][y]), 0, sizeof (struct MapCell));
132 else
133 memcpy (&(newmap.cells[x][y]), &(ns->lastmap.cells[x + dx][y + dy]), sizeof (struct MapCell));
134
135 memcpy (&(ns->lastmap), &newmap, sizeof (struct Map));
136
137 /* Make sure that the next "map1" command will be sent (even if it is
138 * empty).
139 */
140 ns->sent_scroll = 1;
141 }
142
143 static void
144 clear_map (player *pl)
145 {
146 pl->ns->mapinfo_queue_clear ();
147
148 memset (&pl->ns->lastmap, 0, sizeof (pl->ns->lastmap));
149
150 pl->ns->force_newmap = false;
151 pl->ns->send_packet ("newmap");
152 pl->ns->floorbox_reset ();
153 }
154
155 static void
156 send_map_info (player *pl)
157 {
158 client &socket = *pl->ns;
159 object *ob = pl->viewpoint;
160
161 if (socket.mapinfocmd)
162 {
163 if (ob->map && ob->map->path)
164 {
165 int flags = 0;
166
167 // due to historical glitches, the bit ordering and map index ordering differs
168 if (ob->map->tile_path[TILE_NORTH]) flags |= 0x01;
169 if (ob->map->tile_path[TILE_EAST ]) flags |= 0x02;
170 if (ob->map->tile_path[TILE_SOUTH]) flags |= 0x04;
171 if (ob->map->tile_path[TILE_WEST ]) flags |= 0x08;
172 // these two are debatable
173 if (ob->map->tile_path[TILE_UP ]) flags |= 0x10;
174 if (ob->map->tile_path[TILE_DOWN ]) flags |= 0x20;
175
176 socket.send_packet_printf ("mapinfo - spatial %d %d %d %d %d %s",
177 flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y,
178 ob->map->width, ob->map->height, &ob->map->path);
179 }
180 else
181 socket.send_packet ("mapinfo current");
182 }
183 }
184
185 /** check for map/region change and send new map data */
186 static void
187 check_map_change (player *pl)
188 {
189 client &socket = *pl->ns;
190 object *ob = pl->viewpoint;
191
192 region *reg = ob->region ();
193 if (socket.current_region != reg)
194 {
195 INVOKE_PLAYER (REGION_CHANGE, pl, ARG_REGION (reg), ARG_REGION (socket.current_region));
196 socket.current_region = reg;
197 }
198
199 // first try to aovid a full newmap on tiled map scrolls
200 if (socket.current_map != ob->map && !socket.force_newmap)
201 {
202 rv_vector rv;
203
204 get_rangevector_from_mapcoord (socket.current_map, socket.current_x, socket.current_y, ob, &rv, 0);
205
206 // manhattan distance is very handy here
207 if (rv.distance < 8) // 8 works nicely for speed << 70 and buggy gcfclient
208 {
209 socket.current_map = ob->map;
210 socket.current_x = ob->x;
211 socket.current_y = ob->y;
212
213 socket_map_scroll (&socket, rv.distance_x, rv.distance_y);
214 socket.floorbox_reset ();
215 send_map_info (pl);
216 }
217 }
218
219 if (socket.current_map != ob->map || socket.force_newmap)
220 {
221 clear_map (pl);
222 socket.current_map = ob->map;
223 send_map_info (pl);
224 }
225 else if (socket.current_x != ob->x || socket.current_y != ob->y)
226 {
227 int dx = ob->x - socket.current_x;
228 int dy = ob->y - socket.current_y;
229
230 socket_map_scroll (&socket, ob->x - socket.current_x, ob->y - socket.current_y);
231 socket.floorbox_reset ();
232 }
233
234 socket.current_x = ob->x;
235 socket.current_y = ob->y;
236 }
237
238 /**
239 * This sends the skill number to name mapping. We ignore
240 * the params - we always send the same info no matter what.
241 */
242 static void
243 send_skill_info (client *ns, char *params)
244 {
245 packet sl;
246 sl << "replyinfo skill_info\n";
247
248 for (int i = 0; i < skillvec.size (); ++i)
249 sl.printf ("%d:%s\n", CS_STAT_SKILLINFO + i, &skillvec [i]->name);
250
251 if (sl.length () > MAXSOCKBUF)
252 cleanup ("buffer overflow in send_skill_info!");
253
254 ns->send_packet (sl);
255 }
256
257 /**
258 * This sends the spell path to name mapping. We ignore
259 * the params - we always send the same info no matter what.
260 */
261 static void
262 send_spell_paths (client * ns, char *params)
263 {
264 packet sl;
265
266 sl << "replyinfo spell_paths\n";
267
268 for (int i = 0; i < NRSPELLPATHS; i++)
269 sl.printf ("%d:%s\n", 1 << i, spellpathnames[i]);
270
271 if (sl.length () > MAXSOCKBUF)
272 cleanup ("buffer overflow in send_spell_paths!");
273
274 ns->send_packet (sl);
275 }
276
277 /**
278 * RequestInfo is sort of a meta command. There is some specific
279 * request of information, but we call other functions to provide
280 * that information.
281 */
282 void
283 RequestInfo (char *buf, int len, client *ns)
284 {
285 char *params;
286
287 /* find the first space, make it null, and update the
288 * params pointer.
289 */
290 for (params = buf; *params; params++)
291 if (*params == ' ')
292 {
293 *params++ = 0;
294 break;
295 }
296
297 if (!strcmp (buf, "skill_info"))
298 send_skill_info (ns, params);
299 else if (!strcmp (buf, "spell_paths"))
300 send_spell_paths (ns, params);
301 else
302 {
303 // undo tokenisation above and send replyinfo with the request unchanged
304 if (*params)
305 *--params = ' ';
306
307 ns->send_packet_printf ("replyinfo %s", buf);
308 }
309 }
310
311 void
312 ExtCmd (char *buf, int len, player *pl)
313 {
314 INVOKE_PLAYER (EXTCMD, pl, ARG_DATA (buf, len));
315 }
316
317 void
318 ExtiCmd (char *buf, int len, client *ns)
319 {
320 INVOKE_CLIENT (EXTICMD, ns, ARG_DATA (buf, len));
321 }
322
323 //-GPL
324
325 void
326 client::mapinfo_queue_clear ()
327 {
328 for (auto (i, mapinfo_queue.begin ()); i != mapinfo_queue.end (); ++i)
329 free (*i);
330
331 mapinfo_queue.clear ();
332 }
333
334 bool
335 client::mapinfo_try (char *buf)
336 {
337 char *token = buf;
338 buf += strlen (buf) + 9;
339
340 // initial map and its origin
341 maptile *map = pl->viewpoint->map;
342 int mapx = pl->ns->mapx / 2 - pl->viewpoint->x;
343 int mapy = pl->ns->mapy / 2 - pl->viewpoint->y;
344 int max_distance = 8; // limit maximum path length to something generous
345
346 while (*buf && map && max_distance)
347 {
348 int dir = *buf++ - '1';
349
350 // due to historical glitches, the mapinfo index and tile index differs
351 static unsigned char dirmap [] = { TILE_NORTH, TILE_EAST, TILE_SOUTH, TILE_WEST, TILE_UP, TILE_DOWN };
352
353 // maybe we should only allow the four flat directions
354 if (dir >= 0 && dir < array_length (dirmap))
355 {
356 dir = dirmap [dir];
357
358 if (!map->tile_path [dir])
359 map = 0;
360 else if (map->tile_available (dir, false))
361 {
362 maptile *neigh = map->tile_map [dir];
363
364 switch (dir)
365 {
366 case 0: mapy -= neigh->height; break;
367 case 2: mapy += map ->height; break;
368 case 3: mapx -= neigh->width ; break;
369 case 1: mapx += map ->width ; break;
370 }
371
372 map = neigh;
373 --max_distance;
374 }
375 else
376 return 0;
377 }
378 else
379 max_distance = 0;
380 }
381
382 if (!max_distance)
383 send_packet_printf ("mapinfo %s error", token);
384 else if (!map || !map->path)
385 send_packet_printf ("mapinfo %s nomap", token);
386 else
387 {
388 int flags = 0;
389
390 // due to historical glitches, the bit ordering and map index ordering differs
391 if (map->tile_path[TILE_NORTH]) flags |= 0x01;
392 if (map->tile_path[TILE_EAST ]) flags |= 0x02;
393 if (map->tile_path[TILE_SOUTH]) flags |= 0x04;
394 if (map->tile_path[TILE_WEST ]) flags |= 0x08;
395 // these two are debatable
396 if (map->tile_path[TILE_UP ]) flags |= 0x10;
397 if (map->tile_path[TILE_DOWN ]) flags |= 0x20;
398
399 send_packet_printf ("mapinfo %s spatial %d %d %d %d %d %s", token, flags, mapx, mapy, map->width, map->height, &map->path);
400 }
401
402 return 1;
403 }
404
405 void
406 client::mapinfo_queue_run ()
407 {
408 if (mapinfo_queue.empty () || !pl)
409 return;
410
411 for (int i = 0; i < mapinfo_queue.size (); ++i)
412 if (mapinfo_try (mapinfo_queue [i]))
413 {
414 free (mapinfo_queue [i]);
415 mapinfo_queue.erase (i);
416 }
417 else
418 ++i;
419 }
420
421 void
422 MapInfoCmd (char *buf, int len, player *pl)
423 {
424 // <mapinfo tag spatial tile-path
425 // >mapinfo tag spatial flags x y w h hash
426
427 char *token = buf;
428
429 if (!(buf = strchr (buf, ' ')))
430 return;
431
432 if (!strncmp (buf, " spatial ", 9))
433 {
434 char *copy = strdup (token);
435 copy [buf - token] = 0;
436
437 #if 0
438 // this makes only sense when we flush the buffer immediately
439 if (pl->ns->mapinfo_try (copy))
440 free (copy);
441 else
442 #endif
443 pl->ns->mapinfo_queue.push_back (copy);
444 }
445 else
446 pl->ns->send_packet_printf ("mapinfo %s unsupported", token);
447 }
448
449 /** This is the Setup cmd */
450 void
451 SetUp (char *buf, int len, client * ns)
452 {
453 INVOKE_CLIENT (SETUP, ns, ARG_DATA (buf, len));
454 }
455
456 /**
457 * The client has requested to be added to the game.
458 * This is what takes care of it. We tell the client how things worked out.
459 * I am not sure if this file is the best place for this function. however,
460 * it either has to be here or init_sockets needs to be exported.
461 */
462 void
463 AddMeCmd (char *buf, int len, client *ns)
464 {
465 INVOKE_CLIENT (ADDME, ns, ARG_DATA (buf, len));
466 }
467
468 //+GPL
469
470 /**
471 * This handles the general commands from the client (ie, north, fire, cast,
472 * etc.)
473 */
474 void
475 PlayerCmd (char *buf, int len, player *pl)
476 {
477 /* Check if there is a count. In theory, a zero count could also be
478 * sent, so check for that also.
479 */
480 if (atoi (buf) || buf[0] == '0')
481 {
482 pl->count = atoi ((char *) buf);
483
484 buf = strchr (buf, ' '); /* advance beyond the numbers */
485 if (!buf)
486 return;
487
488 buf++;
489 }
490
491 execute_newserver_command (pl->ob, (char *)buf);
492
493 /* Perhaps something better should be done with a left over count.
494 * Cleaning up the input should probably be done first - all actions
495 * for the command that issued the count should be done before any other
496 * commands.
497 */
498 pl->count = 0;
499 }
500
501 /**
502 * This handles the general commands from the client (ie, north, fire, cast,
503 * etc.). It is a lot like PlayerCmd above, but is called with the
504 * 'ncom' method which gives more information back to the client so it
505 * can throttle.
506 */
507 void
508 NewPlayerCmd (char *buf, int len, player *pl)
509 {
510 if (len <= 6)
511 {
512 LOG (llevDebug, "%s: corrupt ncom command <%s>: not long enough (%d) - discarding\n", pl->ns->host, buf, len);
513 return;
514 }
515
516 uint16 cmdid = net_uint16 ((uint8 *)buf);
517 sint32 repeat = net_sint32 ((uint8 *)buf + 2);
518
519 /* -1 is special - no repeat, but don't update */
520 if (repeat != -1)
521 pl->count = repeat;
522
523 buf += 6; //len -= 6;
524
525 execute_newserver_command (pl->ob, buf);
526
527 /* Perhaps something better should be done with a left over count.
528 * Cleaning up the input should probably be done first - all actions
529 * for the command that issued the count should be done before any other
530 * commands.
531 */
532 pl->count = 0;
533
534 //TODO: schmorp thinks whatever this calculates, it makes no sense at all
535 int time = pl->ob->has_active_speed ()
536 ? (int) (MAX_TIME / pl->ob->speed)
537 : MAX_TIME * 100;
538
539 /* Send confirmation of command execution now */
540 packet sl ("comc");
541 sl << uint16 (cmdid) << uint32 (time);
542 pl->ns->send_packet (sl);
543 }
544
545 /** This is a reply to a previous query. */
546 void
547 ReplyCmd (char *buf, int len, client *ns)
548 {
549 if (ns->state == ST_CUSTOM)
550 {
551 INVOKE_CLIENT (REPLY, ns, ARG_DATA (buf, len));
552 return;
553 }
554
555 if (!ns->pl)
556 return; //TODO: depends on the exact reply we are after
557 //TODO: but right now, we always have a ns->pl
558
559 player *pl = ns->pl;
560
561 /* This is to synthesize how the data would be stored if it
562 * was normally entered. A bit of a hack, and should be cleaned up
563 * once all the X11 code is removed from the server.
564 *
565 * We pass 13 to many of the functions because this way they
566 * think it was the carriage return that was entered, and the
567 * function then does not try to do additional input.
568 */
569 snprintf (pl->write_buf, sizeof (pl->write_buf), ":%s", buf);
570
571 /* this avoids any hacking here */
572
573 switch (ns->state)
574 {
575 case ST_PLAYING:
576 LOG (llevError, "Got reply message with ST_PLAYING input state\n");
577 break;
578
579 case ST_GET_PARTY_PASSWORD: /* Get password for party */
580 receive_party_password (pl->ob, 13);
581 break;
582
583 default:
584 LOG (llevError, "Unknown input state: %d\n", ns->state);
585 }
586 }
587
588 /**
589 * Client tells its version info.
590 */
591 void
592 VersionCmd (char *buf, int len, client *ns)
593 {
594 INVOKE_CLIENT (VERSION, ns, ARG_DATA (buf, len));
595 }
596
597 /** sound related functions. */
598 void
599 SetSound (char *buf, int len, client * ns)
600 {
601 ns->sound = atoi (buf);
602 }
603
604 /** client wants the map resent */
605 void
606 MapRedrawCmd (char *buf, int len, player *pl)
607 {
608 /* This function is currently disabled; just clearing the map state results in
609 * display errors. It should clear the cache and send a newmap command.
610 * Unfortunately this solution does not work because some client versions send
611 * a mapredraw command after receiving a newmap command.
612 */
613 }
614
615 /**
616 * Moves an object (typically, container to inventory).
617 * syntax is: move (to) (tag) (nrof)
618 */
619 void
620 MoveCmd (char *buf, int len, player *pl)
621 {
622 int to, tag, nrof;
623
624 if (3 != sscanf (buf, "%d %d %d", &to, &tag, &nrof))
625 {
626 LOG (llevError, "Incomplete move command: %s\n", buf);
627 return;
628 }
629
630 esrv_move_object (pl->ob, to, tag, nrof);
631 }
632
633 /******************************************************************************
634 *
635 * Start of commands the server sends to the client.
636 *
637 ******************************************************************************/
638
639 /**
640 * Asks the client to query the user. This way, the client knows
641 * it needs to send something back (vs just printing out a message)
642 */
643 void
644 send_query (client *ns, uint8 flags, const char *text)
645 {
646 ns->send_packet_printf ("query %d %s", flags, text ? text : "");
647 }
648
649 /**
650 * Get player's current range attack in obuf.
651 */
652 static void
653 rangetostring (player *pl, char *obuf)
654 {
655 dynbuf_text &buf = msg_dynbuf; buf.clear ();
656
657 #if 0
658 // print ranged/chosen_skill etc. objects every call
659 printf ("%s %s => %s (%s)\n",
660 pl->ranged_ob ? &pl->ranged_ob->name : "-",
661 pl->combat_ob ? &pl->combat_ob->name : "-",
662 pl->ob->current_weapon ? &pl->ob->current_weapon->name : "-",
663 pl->ob->chosen_skill ? &pl->ob->chosen_skill->name : "-"
664 );
665 #endif
666
667 if (pl->ranged_ob)
668 buf << " Range" << (pl->ob->current_weapon == pl->ranged_ob ? "*" : "") << ": " << pl->ranged_ob->name;
669
670 if (pl->combat_ob)
671 buf << " Combat" << (pl->ob->current_weapon == pl->combat_ob ? "*" : "") << ": " << pl->combat_ob->name;
672
673 #if 0
674 //TODO: remove this when slot system is working, this is only for debugging
675 if (pl->ob->chosen_skill)
676 buf << " Skill*: " << pl->ob->chosen_skill->name;
677 #endif
678
679 //TODO: maybe golem should become the current_weapon, quite simply?
680 if (pl->golem)
681 buf << " Golem*: " << pl->golem->name;
682
683 buf << '\0';
684 buf.linearise (obuf);
685 }
686
687 #define AddIfInt64(Old,New,Type) if (Old != New) {\
688 Old = New; \
689 sl << uint8 (Type) << uint64 (New); \
690 }
691
692 #define AddIfInt(Old,New,Type) if (Old != New) {\
693 Old = New; \
694 sl << uint8 (Type) << uint32 (New); \
695 }
696
697 #define AddIfShort(Old,New,Type) if (Old != New) {\
698 Old = New; \
699 sl << uint8 (Type) << uint16 (New); \
700 }
701
702 #define AddIfFloat(Old,New,Type,mult) if (Old != New) {\
703 Old = New; \
704 sl << uint8 (Type) << uint32 (New*FLOAT_MULTI*mult); \
705 }
706
707 #define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\
708 free(Old); Old = strdup (New);\
709 sl << uint8 (Type) << data8 (New); \
710 }
711
712 /**
713 * Sends a statistics update. We look at the old values,
714 * and only send what has changed. Stat mapping values are in newclient.h
715 * Since this gets sent a lot, this is actually one of the few binary
716 * commands for now.
717 */
718 void
719 esrv_update_stats (player *pl)
720 {
721 client *ns = pl->ns;
722 if (!ns)
723 return;
724
725 object *ob = pl->observe;
726 if (!ob)
727 return;
728
729 player *opl = ob->contr ? static_cast<player *>(ob->contr) : pl;
730
731 packet sl ("stats");
732
733 AddIfShort (ns->last_stats.hp, ob->stats.hp, CS_STAT_HP);
734 AddIfShort (ns->last_stats.maxhp, ob->stats.maxhp, CS_STAT_MAXHP);
735 AddIfShort (ns->last_stats.sp, ob->stats.sp, CS_STAT_SP);
736 AddIfShort (ns->last_stats.maxsp, ob->stats.maxsp, CS_STAT_MAXSP);
737 AddIfShort (ns->last_stats.grace, ob->stats.grace, CS_STAT_GRACE);
738 AddIfShort (ns->last_stats.maxgrace, ob->stats.maxgrace, CS_STAT_MAXGRACE);
739 AddIfShort (ns->last_stats.Str, ob->stats.Str, CS_STAT_STR);
740 AddIfShort (ns->last_stats.Dex, ob->stats.Dex, CS_STAT_DEX);
741 AddIfShort (ns->last_stats.Con, ob->stats.Con, CS_STAT_CON);
742 AddIfShort (ns->last_stats.Int, ob->stats.Int, CS_STAT_INT);
743 AddIfShort (ns->last_stats.Wis, ob->stats.Wis, CS_STAT_WIS);
744 AddIfShort (ns->last_stats.Pow, ob->stats.Pow, CS_STAT_POW);
745 AddIfShort (ns->last_stats.Cha, ob->stats.Cha, CS_STAT_CHA);
746
747 for (int s = 0; s < CS_NUM_SKILLS; s++)
748 if (object *skill = opl->last_skill_ob [s])
749 if (skill->stats.exp != ns->last_skill_exp [s])
750 {
751 ns->last_skill_exp [s] = skill->stats.exp;
752
753 /* Always send along the level if exp changes. This is only
754 * 1 extra byte, but keeps processing simpler.
755 */
756 sl << uint8 (CS_STAT_SKILLINFO + s)
757 << uint8 (skill->level)
758 << uint64 (skill->stats.exp);
759 }
760
761 AddIfInt64 (ns->last_stats.exp, ob->stats.exp, CS_STAT_EXP64);
762 AddIfShort (ns->last_level, ob->level, CS_STAT_LEVEL);
763 AddIfShort (ns->last_stats.wc, ob->stats.wc, CS_STAT_WC);
764 AddIfShort (ns->last_stats.ac, ob->stats.ac, CS_STAT_AC);
765 AddIfShort (ns->last_stats.dam, ob->stats.dam, CS_STAT_DAM);
766 AddIfFloat (ns->last_speed, ob->speed, CS_STAT_SPEED, 1.f / TICK);
767 AddIfShort (ns->last_stats.food, ob->stats.food, CS_STAT_FOOD);
768 AddIfFloat (ns->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP, 1.f / TICK);
769 AddIfInt (ns->last_weight_limit, weight_limit[ob->stats.Str], CS_STAT_WEIGHT_LIM);
770
771 int flags = (opl->fire_on ? SF_FIREON : 0)
772 | (opl->run_on ? SF_RUNON : 0);
773
774 AddIfShort (ns->last_flags, flags, CS_STAT_FLAGS);
775
776 for (int i = 0; i < NROFATTACKS; i++)
777 /* Skip ones we won't send */
778 if (atnr_cs_stat[i] >= 0)
779 AddIfShort (ns->last_resist[i], ob->resist[i], atnr_cs_stat[i]);
780
781 if (pl->ns->monitor_spells)
782 {
783 AddIfInt (ns->last_path_attuned, ob->path_attuned, CS_STAT_SPELL_ATTUNE);
784 AddIfInt (ns->last_path_repelled, ob->path_repelled, CS_STAT_SPELL_REPEL);
785 AddIfInt (ns->last_path_denied, ob->path_denied, CS_STAT_SPELL_DENY);
786 }
787
788 char buf[MAX_BUF];
789 rangetostring (opl, buf); /* we want use the new fire & run system in new client */
790 AddIfString (ns->stats.range, buf, CS_STAT_RANGE);
791 set_title (ob, buf);
792 AddIfString (ns->stats.title, buf, CS_STAT_TITLE);
793
794 /* Only send it away if we have some actual data */
795 if (sl.length () > 6)
796 ns->send_packet (sl);
797 }
798
799 /**
800 * Tells the client that here is a player it should start using.
801 */
802 void
803 esrv_new_player (player *pl)
804 {
805 sint32 weight = pl->ob->client_weight ();
806
807 packet sl ("player");
808
809 sl << uint32 (pl->ob->count)
810 << uint32 (weight)
811 << uint32 (pl->ob->face)
812 << data8 (pl->ob->name);
813
814 pl->ns->last_weight = weight;
815 pl->ns->send_packet (sl);
816 }
817
818 /******************************************************************************
819 *
820 * Start of map related commands.
821 *
822 ******************************************************************************/
823
824 /** Clears a map cell */
825 static void
826 map_clearcell (struct MapCell *cell, int count)
827 {
828 cell->faces[0] = 0;
829 cell->faces[1] = 0;
830 cell->faces[2] = 0;
831 cell->smooth[0] = 0;
832 cell->smooth[1] = 0;
833 cell->smooth[2] = 0;
834 cell->count = count;
835 cell->stat_hp = 0;
836 cell->flags = 0;
837 cell->player = 0;
838 }
839
840 #define MAX_LAYERS 3
841
842 /**
843 * Removes the need to replicate the same code for each layer.
844 * this returns true if this space is now in fact different than
845 * it was.
846 * sl is the socklist this data is going into.
847 * ns is the socket we are working on - all the info we care
848 * about is in this socket structure, so now need not pass the
849 * entire player object.
850 * layer is the layer to update, with 2 being the floor and 0 the
851 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ)
852 * take. Interesting to note that before this function, the map1 function
853 * numbers the spaces differently - I think this was a leftover from
854 * the map command, where the faces stack up. Sinces that is no longer
855 * the case, it seems to make more sense to have these layer values
856 * actually match.
857 */
858 static int
859 update_space (packet &sl, client &ns, mapspace &ms, MapCell &lastcell, int layer)
860 {
861 object *ob = ms.faces_obj [layer];
862
863 /* If there is no object for this space, or if the face for the object
864 * is the blank face, set the face number to zero.
865 * else if we have the stored head object for this space, that takes
866 * precedence over the other object for this space.
867 * otherwise, we do special head processing
868 */
869 uint16 face_num = ob && ob->face != blank_face ? ob->face : 0;
870
871 /* We've gotten what face we want to use for the object. Now see if
872 * if it has changed since we last sent it to the client.
873 */
874 if (lastcell.faces[layer] != face_num)
875 {
876 lastcell.faces[layer] = face_num;
877
878 if (!ns.faces_sent[face_num])
879 if (ob)
880 ns.send_faces (ob);
881 else
882 ns.send_face (face_num, 10);
883
884 sl << uint16 (face_num);
885 return 1;
886 }
887
888 /* Nothing changed */
889 return 0;
890 }
891
892 //-GPL
893
894 // prefetch some flat area around the player
895 static void
896 prefetch_surrounding_area (object *op, maptile *map, int range)
897 {
898 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
899 op->x - range , op->y - range ,
900 op->x + range + 1, op->y + range + 1);
901 rect->m;
902 ++rect)
903 {
904 rect->m->touch ();
905 rect->m->activate ();
906 }
907 }
908
909 // prefetch a generous area around the player, also up and down
910 void
911 object::prefetch_surrounding_maps ()
912 {
913 prefetch_surrounding_area (this, map, 40);
914
915 if (maptile *m = map->tile_available (TILE_DOWN))
916 prefetch_surrounding_area (this, m, 20);
917
918 if (maptile *m = map->tile_available (TILE_UP))
919 prefetch_surrounding_area (this, m, 20);
920 }
921
922 //+GPL
923
924 /**
925 * Draws client map.
926 */
927 void
928 draw_client_map (player *pl)
929 {
930 object *ob = pl->viewpoint;
931 if (!pl->observe->active)
932 return;
933
934 /* If player is just joining the game, he isn't here yet, so the map
935 * can get swapped out. If so, don't try to send them a map. All will
936 * be OK once they really log in.
937 */
938 if (!ob->map || ob->map->state != MAP_ACTIVE)
939 return;
940
941 int startlen, oldlen;
942
943 check_map_change (pl);
944 pl->ob->prefetch_surrounding_maps ();
945
946 /* do LOS after calls to update_position */
947 /* unfortunately, we need to udpate los when observing, currently */
948 if (pl->do_los || pl->viewpoint != pl->ob)
949 {
950 pl->do_los = 0;
951 pl->update_los ();
952 }
953
954 /**
955 * This function uses the new map1 protocol command to send the map
956 * to the client. It is necessary because the old map command supports
957 * a maximum map size of 15x15.
958 * This function is much simpler than the old one. This is because
959 * the old function optimized to send as few face identifiers as possible,
960 * at the expense of sending more coordinate location (coordinates were
961 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
962 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
963 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
964 * and use the other 4 bits for other informatiion. For full documentation
965 * of what we send, see the doc/Protocol file.
966 * I will describe internally what we do:
967 * the ns->lastmap shows how the map last looked when sent to the client.
968 * in the lastmap structure, there is a cells array, which is set to the
969 * maximum viewable size (As set in config.h).
970 * in the cells, there are faces and a count value.
971 * we use the count value to hold the darkness value. If -1, then this space
972 * is not viewable.
973 * we use faces[0] faces[1] faces[2] to hold what the three layers
974 * look like.
975 */
976
977 client &socket = *pl->ns;
978
979 packet sl ("map1a");
980
981 startlen = sl.length ();
982
983 int hx = socket.mapx / 2;
984 int hy = socket.mapy / 2;
985
986 ordered_mapwalk_begin (ob, -hx, -hy, hx, hy)
987 int ax = dx + hx;
988 int ay = dy + hy;
989
990 int mask = (ax << 10) | (ay << 4);
991 MapCell &lastcell = socket.lastmap.cells[ax][ay];
992
993 /* If the coordinates are not valid, or it is too dark to see,
994 * we tell the client as such
995 */
996 if (!m)
997 {
998 /* space is out of map. Update space and clear values
999 * if this hasn't already been done. If the space is out
1000 * of the map, it shouldn't have a head.
1001 */
1002 if (lastcell.count != -1)
1003 {
1004 sl << uint16 (mask);
1005 map_clearcell (&lastcell, -1);
1006 }
1007
1008 continue;
1009 }
1010
1011 int d = pl->blocked_los_uc (dx, dy);
1012
1013 if (d > 3)
1014 {
1015 /* This block deals with spaces that are not visible for whatever
1016 * reason. Still may need to send the head for this space.
1017 */
1018 if (lastcell.count != -1
1019 || lastcell.faces[0]
1020 || lastcell.faces[1]
1021 || lastcell.faces[2]
1022 || lastcell.stat_hp
1023 || lastcell.flags
1024 || lastcell.player)
1025 sl << uint16 (mask);
1026
1027 /* properly clear a previously sent big face */
1028 map_clearcell (&lastcell, -1);
1029 }
1030 else
1031 {
1032 /* In this block, the space is visible.
1033 */
1034
1035 /* Rather than try to figure out what everything that we might
1036 * need to send is, then form the packet after that,
1037 * we presume that we will in fact form a packet, and update
1038 * the bits by what we do actually send. If we send nothing,
1039 * we just back out sl.length () to the old value, and no harm
1040 * is done.
1041 * I think this is simpler than doing a bunch of checks to see
1042 * what if anything we need to send, setting the bits, then
1043 * doing those checks again to add the real data.
1044 */
1045 oldlen = sl.length ();
1046
1047 sl << uint16 (mask);
1048
1049 unsigned char dummy;
1050 unsigned char *last_ext = &dummy;
1051
1052 /* Darkness changed */
1053 if (lastcell.count != d)
1054 {
1055 mask |= 0x8;
1056
1057 *last_ext |= 0x80;
1058 last_ext = &sl[sl.length ()];
1059 sl << uint8 (d);
1060 }
1061
1062 lastcell.count = d;
1063
1064 mapspace &ms = m->at (nx, ny);
1065 ms.update ();
1066
1067 // extmap handling
1068 uint8 stat_hp = 0;
1069 uint8 stat_width = 0;
1070 uint8 flags = 0;
1071 tag_t player = 0;
1072
1073 // send hp information, if applicable
1074 if (object *op = ms.faces_obj [0])
1075 if (op->is_head () && !op->invisible)
1076 {
1077 if (op->stats.maxhp > op->stats.hp
1078 && op->stats.maxhp > 0
1079 && (op->type == PLAYER
1080 || op->type == DOOR // does not work, have maxhp 0
1081 || op->flag [FLAG_MONSTER]
1082 || op->flag [FLAG_ALIVE]
1083 || op->flag [FLAG_GENERATOR]))
1084 {
1085 stat_hp = 255 - (op->stats.hp * 255 + 254) / op->stats.maxhp;
1086 stat_width = op->arch->max_x - op->arch->x; //TODO: should be upper-left edge
1087 }
1088
1089 if (expect_false (op->has_dialogue ()))
1090 flags |= 1;
1091
1092 if (expect_false (op->type == PLAYER))
1093 player = op == ob ? pl->ob->count
1094 : op == pl->ob ? ob->count
1095 : op->count;
1096 }
1097
1098 if (expect_false (lastcell.stat_hp != stat_hp))
1099 {
1100 lastcell.stat_hp = stat_hp;
1101
1102 mask |= 0x8;
1103 *last_ext |= 0x80;
1104 last_ext = &sl[sl.length ()];
1105
1106 sl << uint8 (5) << uint8 (stat_hp);
1107
1108 if (stat_width > 1)
1109 {
1110 *last_ext |= 0x80;
1111 last_ext = &sl[sl.length ()];
1112
1113 sl << uint8 (6) << uint8 (stat_width);
1114 }
1115 }
1116
1117 if (expect_false (lastcell.player != player))
1118 {
1119 lastcell.player = player;
1120
1121 mask |= 0x8;
1122 *last_ext |= 0x80;
1123 last_ext = &sl[sl.length ()];
1124
1125 sl << uint8 (0x47) << uint8 (4) << (uint32)player;
1126 }
1127
1128 if (expect_false (lastcell.flags != flags))
1129 {
1130 lastcell.flags = flags;
1131
1132 mask |= 0x8;
1133 *last_ext |= 0x80;
1134 last_ext = &sl[sl.length ()];
1135
1136 sl << uint8 (8) << uint8 (flags);
1137 }
1138
1139 // faces
1140
1141 /* Floor face */
1142 if (update_space (sl, socket, ms, lastcell, 2))
1143 mask |= 0x4;
1144
1145 /* Middle face */
1146 if (update_space (sl, socket, ms, lastcell, 1))
1147 mask |= 0x2;
1148
1149 if (expect_false (ob->invisible)
1150 && ob->invisible & (ob->invisible < 50 ? 1 : 7)
1151 && ms.player () == ob)
1152 {
1153 // force player to be visible to himself if invisible
1154 if (lastcell.faces[0] != ob->face)
1155 {
1156 lastcell.faces[0] = ob->face;
1157
1158 mask |= 0x1;
1159 sl << uint16 (ob->face);
1160
1161 socket.send_faces (ob);
1162 }
1163 }
1164 /* Top face */
1165 else if (update_space (sl, socket, ms, lastcell, 0))
1166 mask |= 0x1;
1167
1168 /* Check to see if we are in fact sending anything for this
1169 * space by checking the mask. If so, update the mask.
1170 * if not, reset the len to that from before adding the mask
1171 * value, so we don't send those bits.
1172 */
1173 if (mask & 0xf)
1174 sl[oldlen + 1] = mask & 0xff;
1175 else
1176 sl.reset (oldlen);
1177 } /* else this is a viewable space */
1178 ordered_mapwalk_end
1179
1180 socket.flush_fx ();
1181
1182 if (sl.length () > startlen || socket.sent_scroll)
1183 {
1184 socket.send_packet (sl);
1185 socket.sent_scroll = 0;
1186 }
1187 }
1188
1189 /**
1190 * This looks for any spells the player may have that have changed their stats.
1191 * it then sends an updspell packet for each spell that has changed in this way
1192 */
1193 void
1194 esrv_update_spells (player *pl)
1195 {
1196 if (!pl->ns)
1197 return;
1198
1199 pl->ns->update_spells = false;
1200
1201 if (!pl->ns->monitor_spells)
1202 return;
1203
1204 for (object *spell = pl->ob->inv; spell; spell = spell->below)
1205 if (spell->type == SPELL)
1206 {
1207 int flags = 0;
1208 int val;
1209
1210 /* check if we need to update it */
1211 val = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA);
1212 if (spell->cached_sp != val)
1213 {
1214 spell->cached_sp = val;
1215 flags |= UPD_SP_MANA;
1216 }
1217
1218 val = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE);
1219 if (spell->cached_grace != val)
1220 {
1221 spell->cached_grace = val;
1222 flags |= UPD_SP_GRACE;
1223 }
1224
1225 val = casting_level (pl->ob, spell);
1226 if (spell->cached_eat != val)
1227 {
1228 spell->cached_eat = val;
1229 flags |= UPD_SP_LEVEL;
1230 }
1231
1232 if (flags)
1233 {
1234 packet sl;
1235
1236 sl << "updspell "
1237 << uint8 (flags)
1238 << uint32 (spell->count);
1239
1240 if (flags & UPD_SP_MANA ) sl << uint16 (spell->cached_sp);
1241 if (flags & UPD_SP_GRACE) sl << uint16 (spell->cached_grace);
1242 if (flags & UPD_SP_LEVEL) sl << uint16 (spell->cached_eat);
1243
1244 pl->ns->send_packet (sl);
1245 }
1246 }
1247 }
1248
1249 void
1250 esrv_remove_spell (player *pl, object *spell)
1251 {
1252 if (!pl->ns->monitor_spells)
1253 return;
1254
1255 if (!pl || !spell || spell->env != pl->ob)
1256 {
1257 LOG (llevError, "Invalid call to esrv_remove_spell");
1258 return;
1259 }
1260
1261 packet sl ("delspell");
1262
1263 sl << uint32 (spell->count);
1264
1265 pl->ns->send_packet (sl);
1266 }
1267
1268 /* appends the spell *spell to the Socklist we will send the data to. */
1269 static void
1270 append_spell (player *pl, packet &sl, object *spell)
1271 {
1272 int i, skill = 0;
1273
1274 if (!(spell->name))
1275 {
1276 LOG (llevError, "item number %d is a spell with no name.\n", spell->count);
1277 return;
1278 }
1279
1280 /* store costs and damage in the object struct, to compare to later */
1281 spell->cached_sp = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA);
1282 spell->cached_grace = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE);
1283 spell->cached_eat = casting_level (pl->ob, spell);
1284
1285 /* figure out which skill it uses, if it uses one */
1286 if (spell->skill)
1287 if (object *tmp = pl->find_skill (spell->skill))
1288 skill = CS_STAT_SKILLINFO + SKILL_INDEX (tmp);
1289
1290 // spells better have a face
1291 if (!spell->face)
1292 {
1293 LOG (llevError, "%s: spell has no face, but face is mandatory.\n", &spell->name);
1294 spell->face = face_find ("burnout.x11", blank_face);
1295 }
1296
1297 pl->ns->send_face (spell->face);
1298
1299 /* send the current values */
1300 sl << uint32 (spell->count)
1301 << uint16 (spell->level)
1302 << uint16 (spell->casting_time)
1303 << uint16 (spell->cached_sp)
1304 << uint16 (spell->cached_grace)
1305 << uint16 (spell->cached_eat)
1306 << uint8 (skill)
1307 << uint32 (spell->path_attuned)
1308 << uint32 (spell->face)
1309 << data8 (spell->name)
1310 << data16 (spell->msg);
1311 }
1312
1313 /**
1314 * This tells the client to add the spell *ob, if *ob is NULL, then add
1315 * all spells in the player's inventory.
1316 */
1317 void
1318 esrv_add_spells (player *pl, object *spell)
1319 {
1320 if (!pl)
1321 {
1322 LOG (llevError, "esrv_add_spells, tried to add a spell to a NULL player");
1323 return;
1324 }
1325
1326 if (!pl->ns->monitor_spells)
1327 return;
1328
1329 packet sl ("addspell");
1330
1331 if (!spell)
1332 {
1333 for (spell = pl->ob->inv; spell; spell = spell->below)
1334 {
1335 /* were we to simply keep appending data here, we could exceed
1336 * MAXSOCKBUF if the player has enough spells to add, we know that
1337 * append_spells will always append 19 data bytes, plus 4 length
1338 * bytes and 3 strings (because that is the spec) so we need to
1339 * check that the length of those 3 strings, plus the 23 bytes,
1340 * won't take us over the length limit for the socket, if it does,
1341 * we need to send what we already have, and restart packet formation
1342 */
1343 if (spell->type != SPELL)
1344 continue;
1345
1346 /* Seeing crashes by overflowed buffers. Quick arithemetic seems
1347 * to show add_spell is 26 bytes + 2 strings. However, the overun
1348 * is hundreds of bytes off, so correcting 22 vs 26 doesn't seem
1349 * like it will fix this
1350 */
1351 if (sl.length () > (MAXSOCKBUF - (26 + strlen (spell->name) + (spell->msg ? strlen (spell->msg) : 0))))
1352 {
1353 pl->ns->flush_fx ();
1354 pl->ns->send_packet (sl);
1355
1356 sl.reset ();
1357 sl << "addspell ";
1358 }
1359
1360 append_spell (pl, sl, spell);
1361 }
1362 }
1363 else if (spell->type != SPELL)
1364 {
1365 LOG (llevError, "Asked to send a non-spell object as a spell");
1366 return;
1367 }
1368 else
1369 append_spell (pl, sl, spell);
1370
1371 if (sl.length () > MAXSOCKBUF)
1372 cleanup ("buffer overflow in esrv_add_spells!");
1373
1374 /* finally, we can send the packet */
1375 pl->ns->flush_fx ();
1376 pl->ns->send_packet (sl);
1377 }
1378
1379 //-GPL
1380